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Oluven Aderi - AI-generated fantasy Character

Oluven Aderi

Wood Elf · Rogue (Mastermind) · Level 3 · Criminal

Oluven Aderi

Oluven is soft-spoken, observant, and unfailingly polite, especially while committing a crime.
AC15
HP24/24
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 15 · HP 24 · 35 ft.
AlignmentChaotic NeutralGenderMaleAge126 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor

Weapons

Simple weapons,
Hand crossbows,
Longswords,
Rapiers,
Shortswords

Tools

Thieves' tools,
Forgery kit,
Disguise kit,
Gaming set

Languages

Common,
Elvish,
Infernal,
Sylvan,
Thieves' Cant

Features

13 features

Bonus action

  • Cunning ActionLevel 2

    When On your turn

    As a bonus action, Dash, Disengage, or Hide.

  • Master of TacticsLevel 3

    When On your turn

    Use the Help action as a bonus action, and aid an ally attacking a creature within 30 feet if the ally can see or hear you.

Always on

  • Sneak AttackLevel 1

    When Once per turn when you hit with a finesse or ranged weapon

    Deal an extra 2d6 damage once per turn when attacking with advantage, or when an enemy of the target is within 5 feet and you do not have disadvantage, using a finesse or ranged weapon.

  • ExpertiseLevel 1

    You are proficient with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses thieves' tools or one of your chosen proficient skills, Sleight of Hand and thieves' tools.

  • Thieves' CantLevel 1

    You know thieves' cant, a secret mix of dialect, jargon, and code used by rogues. You also understand secret signs and symbols used by criminal networks.

  • Master of IntrigueLevel 3

    You gain proficiency with the disguise kit and forgery kit. You also learn two languages of your choice, Infernal and Sylvan. In addition, you can unerringly mimic the speech patterns and accent of a creature you have heard speak for at least 1 minute, allowing a suspicious listener to detect the imitation only with a successful Wisdom (Insight) check contested by your Charisma (Deception) check.

  • TraitWood ElfDarkvision, you can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • TraitWood ElfKeen Senses, proficiency in Perception.
  • TraitWood ElfFey Ancestry, advantage on saving throws against being charmed, and magic cannot put you to sleep.
  • TraitWood ElfTrance, you do not need to sleep and can finish a long rest in 4 hours by meditating.
  • TraitWood ElfFleet of Foot, your walking speed is 35 feet.
  • TraitWood ElfMask of the Wild, you can attempt to hide even when only lightly obscured by natural phenomena.
  • Criminal ContactCriminal

    You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances, though you do not know the exact identity of the contact.

Gear

12 items

Weapons

  • Rapier
    A finely balanced light blade with a slightly curved edge.
  • Dagger
    A compact backup blade concealed in an inner sleeve.
  • Dagger
    A second dagger hidden in the boot or belt.
  • Shortbow and arrows
    A shortbow with a plain grip and a bundle of arrows.

Armor

  • Studded leather armor
    Studded leather armor modified with extra hidden seams and pockets.

Tools

  • Thieves' tools
    A small kit containing picks, files, tension wires, and delicate probes.
  • Forgery kit
    A small set used to create convincing documents, seals, and signatures.

Gear

  • Burglar's pack
    A dark hooded cloak suitable for blending into alleys and crowded streets.
  • Fine clothes
    A set of fine clothes, useful for appearing wealthier than he is.
  • Signet ring
    A signet ring taken from a magistrate who never noticed its absence.

Purse

  • Burglar's pack contents and coins
    A small purse containing 15 gold pieces.
  • Criminal starting wealth
    A small pouch containing 15 gold pieces.

Appearance

A slender wood elf man with warm brown skin, narrow hazel eyes, and dark auburn hair worn in a loose braid at the nape of his neck. His left ear bears three small brass rings, and a faded ink mark on his thumb resembles a coin split down the middle. He dresses in well-maintained but deliberately forgettable travel clothes beneath a weathered leather coat, with soft boots, hidden pockets, and a bright green scarf he claims is lucky.

Mannerisms

Oluven rolls a coin across his knuckles whenever he is thinking, though he stops immediately when someone watches him. He tilts his head before lying, smiles when frightened, and addresses locked doors in a soft, almost apologetic voice.

Personality

Oluven is soft-spoken, observant, and unfailingly polite, especially while committing a crime. He treats every conversation as a negotiation and every room as a puzzle. He is charming when relaxed, evasive when challenged, and visibly irritated by people who call luck what he considers preparation.

Ideals

Freedom. Gold is not happiness, but it is the closest thing to independence that the world reliably offers. No person, lord, guild, or god should own another person's choices.

Bonds

The hidden list of names from the reliquary is sewn into his coat. He will risk his life to protect the village whose destruction he helped prevent, though he refuses to admit how much he cares about them.

Flaws

He can justify almost any betrayal if the price is high enough, then spends sleepless nights inventing reasons why the price was not really high. He is also vain about being clever, which makes him dangerously willing to prove it.

Quirks

Keeps a private ledger rating every wealthy person he meets by how difficult they would be to rob.
Names his lockpicks after people who betrayed him.
Never takes the last coin from a purse, insisting that this makes him a professional rather than a monster.
Leaves a tiny green thread behind after a successful burglary, even when it serves no practical purpose.

Background

Oluven Aderi grew up in a woodland trading enclave where elves measured wealth in generations, not coins. His family kept ledgers for caravans, and Oluven learned early that every beautiful object had a hidden owner, every honest bargain concealed a preference, and every locked chest invited a question. He was hopeless with a bow, clumsy with a blade, and incapable of remembering the names of ordinary plants, but he could lift a purse from a dancing merchant without disturbing the rhythm of the music. By adulthood, he had turned that talent into a profession, first as a burglar, then as a courier for a criminal network whose members communicated through altered trade invoices and tiny brass marks scratched beneath tables. His career changed when he stole a jeweled reliquary from a disgraced noble and discovered a list of names inside it, including people who had paid to have a poor village quietly removed from a valuable stretch of woodland. Oluven sold the reliquary, hid the list, and used part of the money to warn the villagers. He tells himself this was a business decision, since dead victims are bad for future profits, but he still keeps the list sewn into his coat. Now he travels in search of larger fortunes, drawn toward vaults, estates, and expeditions where the reward might finally outweigh the guilt. He is determined to become rich enough that no one can ever buy his choices again, even as he keeps selling those choices one job at a time.

“Oluven sold the reliquary, hid the list, and used part of the money to warn the villagers.”
From their backstory
Background
Criminal

Connections

Species

Wood Elf

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